The Monolith from Beyond Space and Time

by James Edward Raggi IV
for Lamentations of the Flame Princess
Lamentations of the Flame Princess/D&D
levels 0 to infinity

In the center of a valley that should not be stands a thing that cannot be. Those that go before the Monolith do not return the same as they left. Sometimes they do not return at all.

You see that level rating up there? 0 to infinity? That tells you all you need to know: this is a movie and not an adventure.

Some people don’t like this adventure because it’s deadly. I don’t like it because it’s boring. There’s not enough here to keep a parties interest and while I don’t mind killing characters I DO mind boring the players while doing so. It’s the worst sort of Jr High adventure … without the gonad monsters that kept Jr High games interesting.

So there’s this valley with mist in it. The valley is big. How big? Between 200′ and 1000 AU. Each time you enter the valley it’s a different size. Weeee! Isn’t that freaky?! IS YOUR MIND BLOWN?!!? Oh yeah, oh yeah … well, every time you enter the valley something random happens to to! You might loose a stat point a day, or time might slow down or speed up! BADD ASS, RIGHT!!! uh … right? FREE YOUR MIND MAN!

FREE!

YOUR!

MIND!

During your exciting stay in the valley there is a 1 in 6 chance per day of having an encounter. There are then seven possible encounters. You could be surrounded by spooooooky mists that transport you elsewhere in the valley! CHILLING! You could encounter a cliff that you have to jump off of in order to survive! That’s right man! Spells and ropes and shit will just get you killed! This is THE VALLEY and shit don’t work the way you think here! *BAM* MIND FUCK! Oh, you encounter a nice little pool of water??!?GIANT ANGLERFISH! *MINDS* *BLOWN*

All of that is NOTHING man, nothing! It’s just a warm up to the real mind fuck! Once you get inside the monolith the real mind fuck fest begins! Time and space are one! You can Direction and distance have no meaning in the hallways! You have to *think* where you want to go and then you’re there! G E N I U S! Those aren’t talls man! Go back and get talls!

Whoops. Ok, I clearly can not keep this up.

The valley can be very big and yet there are only 7 possible encounters. Combined with the infrequent appearance there’s going to be a whole lot of nothing going on. The encounters are generally nothing special, with a single exception, and in one case is a great example of how NOT to run an encounter. There are some Eloi-like people who live a completely innocent and hedonistic lifestyle … and also eat their newborns. That’s a pretty decent little encounter. Then there’s the owl encounter. Essentially the players are trapped in a clearing with some owl statues, trapped by brambles that grow back quickly. The DM’s instructions are to keep the players there until they are creeped out and then let them out. I wouldn’t be creeped out. I’d be frustrated and bored.

The interior portion of the monolith is much like the exterior, random for no reason. You move by thinking and your thoughts create things. The only thing interesting is the head in a jar. Eating bits of its brain will get you some goodies/effects. Otherwise it’s just more of the same. Think about something and it appears until your players are bored and it’s time for the adventure to be over.

This sort of thing appears several times in the adventure. Things are freaky just for the sake of being freaky. They are random for the sake of being random. They try too hard and as a result the entire thing plays out like one of the bullshit dream-sequence adventurers where the players end up not caring about what happens. At some point in this adventure the players are going to figure out that there’s no reason and at that point the adventure might as well be over. Uh … except you’ve now got a bunch of players who have lost trust in you.

This is available on DriveThru.

https://www.drivethrurpg.com/product/104805/The-Monolith-from-beyond-Space-and-Time?affiliate_id=1892600

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Under Pashuvanam’s Lush


by Gabriel Brouillard
for Rogue Games
Shadow, Sword & Spell

Covering most of this land is a thick jungle called the Pashuvanam, or Jungle of Beasts. The jungle deserves its name. Fierce monsters and animals plague Beidhanids and Nipuans alike, sometimes destroying entire villages. Over the last few centuries, most of the dangerous creatures have been driven away from major settlements and main roads, giving the inhabitants a sense of security. Still, stories of unspeakable horrors lurking in the jungle’s depth persist—and are regularly proven true. What evil lurks under the lush?
I like a certain style of D&D. I don’t like the style of D&D, or RPG’s in general, that this adventure represents. This adventure takes place in a West Asia/India setting. It’s meant to be a pulpy human-centric world. It’s organized in a chronological flowchart style and, while full of fluff, offers little in the way to motivate the players. The game system is NOT a D&D clone.

This takes places in a pseudo-historical red-dot indian setting and is FULL of superficial cultural references. Castes, cults, language and culture all combine to give that superficial feeling of a pasted-on theme in which to set an adventure. The explanation for many things in this adventure turns out to be “its a cultural thing.” A huge number of words are spent on various cultural themes which are then generally ignored except when used as a pretext for some hook. Castes, in particular, receive lengthy and frequent mention and yet they really only show up in play twice: once to kick off the adventure and once as a throw-away line for a marriage. Otherwise they get mentioned in passing all the time but nothing is offered in way the conflict, literally or figuratively. The booklet is almost one hundred pages long ( and GORGEOUS) but only offers about 13 different encounters/locations. This should give you some idea of the lengthy background material and fluff that accompanies nearly everything.

The thirteen core encounter areas are laid out in a kind of chronological flowchart. Day 1 in city X leads to day 2 in city X which can lead to day 3 in city X or you can then transition to day 1 in city Y. Rinse and repeat thirteen times. “Day” is a bit of a misnomer since multiple real days can happened between several of the events. And that’s what they are, events. Is it a railroad if the players don’t care and can get out of the adventure at any time? This would be very railroady if there was some reason for the players to be interested.

The players are shipwrecked, or captured by pirates or something else and end up in this Indian city. As foreigners they need to go to the temple of Chuck to get a caste assigned to them. There they meet a priest, get their castes, and are then interrupted by a guy in a red turban. Seems he’s on a vengeance quest. It’s rare but not unheard of in these parts. The priest asks the players to go warn his friend Bob that the vengeance quest guy s after him. Oh, and Bob is in a different city. Oh, and those new castes pretty much compel you to complete the task … if you care about such things. Not a strong reason to be in the city and not a strong hook. This falls pretty much in to the much-loathed “go on the adventure because its the adventure were playing tonight” hook. That’s not a very compelling reason for the PLAYER to get interested, especially when its combined with “its because of some stupid cultural thing.”

The party joins a caravan to go the next city. They play cards (what is it with made up card/dice games in adventurers? I thought that went out of style in the 80’s?) They experience events. Zzzzz…. Ok, that’s unfair; this part actually contains a pretty good encounter … and two of the worse ones in the adventure. The caravan stops in a village and the a beautiful 14 year old girl approaches the characters. She’s supposed to be married to a goat soon and, Surprise! Surprise! doesn’t want to be. I found this to be the most interesting encounter in the adventure. It’s absurd, relatable, and there are all sort of solutions that the party could implement. The other two encounters on the caravan are lamer. In the first the party is ambushed and attacked by the caravans own scouts., who turn out to be Thugee/Kali-worshipers (errr … by which I mean the local equivalent.) They can make a skill check and if they get the best result possible they realize that it’s a trap! It’s pretty lame. But not as lame as what’s to come. The final caravan ‘Day’ is an attack by a rival nations raiding party on the caravan. The party is urged to defend the caravan and the other people get ready. The bad guys attack! An INFINITE amount of bad guys. The caravan has to get overrun and burned and the DM is urged to send more and more enemies until the party flees in to the jungle, along with the rest of the survivors. This COMPLETE FUCKING BULLSHIT serves ABSOLUTELY NO FUCKING PURPOSE at all. The party quickly makes it the nearby city they were traveling to. The caravan, and it’s master, has no involvement in the adventure. So why the fuck would you railroad the party and make their action irrelevant? To tell a better fucking story? That’s fucking bullshit. Why not let the party create their own story, especially when it has NO impact on anything else going on? Err, I mean … “I was disappointed by this aspect of the adventure.”
Great! The party has made it to the city where Bob lives. (Remember Bob? The lame-o hook was to notify him that some guy was on a vengeance quest to kill him.) The party find him and notify him. Quest over! Yeah!

Oh, no, wait. Now the adventure turns COMPLETELY around. Out of nowhere the party learns about some children being marched off to get a better life in a monastery. Bullshit suspicions are raised. And by that I mean that the party has to remember, and follow-up, on some pretty tenuous ties. The old priest called Bob his “good friend” but Bob doesn’t specifically remember the priest. That’s about it. Based on that the party must badger Bob in to revealing more. about his new religion. You see, he distributes charity to the poor in a filthy stinkhole of a city. Oh, and he blesses the guys in the iron works, going out of his way to be nice to people who are frequently maimed in the course of their hard lives. And he’s sending some kids off to get educated and give them a better caste. This, clearly, means that the party must badger him in to revealing more. A lot more. Like REALLY get on his case and get him seriously agitated. Who the hell is going to do that out of the blue? Based on his charitable works? Or the fact he can’t remember a priest? LAME.
Somehow the party follows the kids, find a village who tell them about a temple in the jungle and then go to the temple. Inside they find a bunch of slaves, some human lackeys, and a Naga. The temple map is essentially linear and the rooms don’t really have anything interesting going on, with a single exception. I’ve poured over this section multiple times and I can not for the life of me figure out how many lackeys are in the temple. It’s implied several times that they will defend the temple but there’s no indication how many there are. That would seem to be a critical fucking flaw. The one interesting room is full of drugged slaves being fed and/or having their organs harvested. Kind of neato. The Naga has an interesting element to it also. The characters saves vs the Nagas hypnotize power are modified by how nice they’ve been to people. Save the goat girl? +2. Been polite to your elders? +1. Won money gambling? +1. (WTF?!) That’s an interesting mechanic. It reinforces certain types of behavior though, which almost certainly leads to min/max’ing and railroading. Better be good or the monsters are gonna get you!
Finally, despite the name of the adventure and publishers blurb, the jungle doesn’t really play much of a part here. It’s essentially non-existant. Pretty strange. A Naga temple in a jungle is a pretty classic element, too bad the jungle isn’t used at all to make things more interesting.

On a positive note: each location in the adventure, as well as several more locations in nearby areas, have several rumors associated with them. These are clearly adventure hooks for the DM to utilize. “The gold comes from abandoned tombs” and “The giant Bohar boar is on the loose again!”

This is available on DriveThru.

https://www.drivethrurpg.com/product/92711/Shadow-Sword–Spell-Under-Pashuvanams-Lush?affiliate_id=1892600

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Under Pashuvanam’s Lush

by Gabriel Brouillard
for Rogue Games
Shadow, Sword & Spell

Covering most of this land is a thick jungle called the Pashuvanam, or Jungle of Beasts. The jungle deserves its name. Fierce monsters and animals plague Beidhanids and Nipuans alike, sometimes destroying entire villages. Over the last few centuries, most of the dangerous creatures have been driven away from major settlements and main roads, giving the inhabitants a sense of security. Still, stories of unspeakable horrors lurking in the jungle’s depth persist—and are regularly proven true. What evil lurks under the lush?

I like a certain style of D&D. I don’t like the style of D&D, or RPG’s in general, that this adventure represents. This adventure takes place in a West Asia/India setting. It’s meant to be a pulpy human-centric world. It’s organized in a chronological flowchart style and, while full of fluff, offers little in the way to motivate the players. The game system is NOT a D&D clone.

This takes places in a pseudo-historical red-dot indian setting and is FULL of superficial cultural references. Castes, cults, language and culture all combine to give that superficial feeling of a pasted-on theme in which to set an adventure. The explanation for many things in this adventure turns out to be “its a cultural thing.” A huge number of words are spent on various cultural themes which are then generally ignored except when used as a pretext for some hook. Castes, in particular, receive lengthy and frequent mention and yet they really only show up in play twice: once to kick off the adventure and once as a throw-away line for a marriage. Otherwise they get mentioned in passing all the time but nothing is offered in way the conflict, literally or figuratively. The booklet is almost one hundred pages long ( and GORGEOUS) but only offers about 13 different encounters/locations. This should give you some idea of the lengthy background material and fluff that accompanies nearly everything.

The thirteen core encounter areas are laid out in a kind of chronological flowchart. Day 1 in city X leads to day 2 in city X which can lead to day 3 in city X or you can then transition to day 1 in city Y. Rinse and repeat thirteen times. “Day” is a bit of a misnomer since multiple real days can happened between several of the events. And that’s what they are, events. Is it a railroad if the players don’t care and can get out of the adventure at any time? This would be very railroady if there was some reason for the players to be interested.

The players are shipwrecked, or captured by pirates or something else and end up in this Indian city. As foreigners they need to go to the temple of Chuck to get a caste assigned to them. There they meet a priest, get their castes, and are then interrupted by a guy in a red turban. Seems he’s on a vengeance quest. It’s rare but not unheard of in these parts. The priest asks the players to go warn his friend Bob that the vengeance quest guy s after him. Oh, and Bob is in a different city. Oh, and those new castes pretty much compel you to complete the task … if you care about such things. Not a strong reason to be in the city and not a strong hook. This falls pretty much in to the much-loathed “go on the adventure because its the adventure were playing tonight” hook. That’s not a very compelling reason for the PLAYER to get interested, especially when its combined with “its because of some stupid cultural thing.”

The party joins a caravan to go the next city. They play cards (what is it with made up card/dice games in adventurers? I thought that went out of style in the 80’s?) They experience events. Zzzzz…. Ok, that’s unfair; this part actually contains a pretty good encounter … and two of the worse ones in the adventure. The caravan stops in a village and the a beautiful 14 year old girl approaches the characters. She’s supposed to be married to a goat soon and, Surprise! Surprise! doesn’t want to be. I found this to be the most interesting encounter in the adventure. It’s absurd, relatable, and there are all sort of solutions that the party could implement. The other two encounters on the caravan are lamer. In the first the party is ambushed and attacked by the caravans own scouts., who turn out to be Thugee/Kali-worshipers (errr … by which I mean the local equivalent.) They can make a skill check and if they get the best result possible they realize that it’s a trap! It’s pretty lame. But not as lame as what’s to come. The final caravan ‘Day’ is an attack by a rival nations raiding party on the caravan. The party is urged to defend the caravan and the other people get ready. The bad guys attack! An INFINITE amount of bad guys. The caravan has to get overrun and burned and the DM is urged to send more and more enemies until the party flees in to the jungle, along with the rest of the survivors. This COMPLETE FUCKING BULLSHIT serves ABSOLUTELY NO FUCKING PURPOSE at all. The party quickly makes it the nearby city they were traveling to. The caravan, and it’s master, has no involvement in the adventure. So why the fuck would you railroad the party and make their action irrelevant? To tell a better fucking story? That’s fucking bullshit. Why not let the party create their own story, especially when it has NO impact on anything else going on? Err, I mean … “I was disappointed by this aspect of the adventure.”

Great! The party has made it to the city where Bob lives. (Remember Bob? The lame-o hook was to notify him that some guy was on a vengeance quest to kill him.) The party find him and notify him. Quest over! Yeah!

Oh, no, wait. Now the adventure turns COMPLETELY around. Out of nowhere the party learns about some children being marched off to get a better life in a monastery. Bullshit suspicions are raised. And by that I mean that the party has to remember, and follow-up, on some pretty tenuous ties. The old priest called Bob his “good friend” but Bob doesn’t specifically remember the priest. That’s about it. Based on that the party must badger Bob in to revealing more. about his new religion. You see, he distributes charity to the poor in a filthy stinkhole of a city. Oh, and he blesses the guys in the iron works, going out of his way to be nice to people who are frequently maimed in the course of their hard lives. And he’s sending some kids off to get educated and give them a better caste. This, clearly, means that the party must badger him in to revealing more. A lot more. Like REALLY get on his case and get him seriously agitated. Who the hell is going to do that out of the blue? Based on his charitable works? Or the fact he can’t remember a priest? LAME.

Somehow the party follows the kids, find a village who tell them about a temple in the jungle and then go to the temple. Inside they find a bunch of slaves, some human lackeys, and a Naga. The temple map is essentially linear and the rooms don’t really have anything interesting going on, with a single exception. I’ve poured over this section multiple times and I can not for the life of me figure out how many lackeys are in the temple. It’s implied several times that they will defend the temple but there’s no indication how many there are. That would seem to be a critical fucking flaw. The one interesting room is full of drugged slaves being fed and/or having their organs harvested. Kind of neato. The Naga has an interesting element to it also. The characters saves vs the Nagas hypnotize power are modified by how nice they’ve been to people. Save the goat girl? +2. Been polite to your elders? +1. Won money gambling? +1. (WTF?!) That’s an interesting mechanic. It reinforces certain types of behavior though, which almost certainly leads to min/max’ing and railroading. Better be good or the monsters are gonna get you!

Finally, despite the name of the adventure and publishers blurb, the jungle doesn’t really play much of a part here. It’s essentially non-existant. Pretty strange. A Naga temple in a jungle is a pretty classic element, too bad the jungle isn’t used at all to make things more interesting.

On a positive note: each location in the adventure, as well as several more locations in nearby areas, have several rumors associated with them. These are clearly adventure hooks for the DM to utilize. “The gold comes from abandoned tombs” and “The giant Bohar boar is on the loose again!”

This is available on DriveThru.

https://www.drivethrurpg.com/product/92711/Shadow-Sword–Spell-Under-Pashuvanams-Lush?affiliate_id=1892600

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The God that Crawls

by James Edward Raggi, IV
for Lamentations of the Flame Princess
LotFP/D&D

A murdering cult. A religious order dedicated to protecting sacred history. An ancient catacomb full of danger and reward.

It’s a Raggi adventure and that means there’s a deathtrap involved. Also, like most Raggi adventurers, the players are pushing their luck to grab as much loot as they can before the deathtrap hits. It’s a one-trick pony but its pretty good at its one trick.

There’s this set of catacombs under an obscure church in Dover in 1615ish. Nosy PCs will either go explore it themselves or get drugged/forced by the townspeople in to the pit and catacombs. There they will find The God that Crawls who will chase them around. The party will pick up loot, try and avoid the monster, and try and find a way out.

The God is not actually a god. He’s Saint Augustine, the first bishop of Canterbury. He’s been transformed in to some mindless slime/otyugh/hentai monster. The catacombs were a place where the romans hid treasure and the early church stuffed away embarrassing things. Until, at least, Augustine got stuffed down there. Now the blob wanders around leaving slime trails and enveloping anything it runs across. The priest and his congregation are in on it. They are ideal religious people except for the whole must-keep-the-secret-safe conspiracy thing. Raggi seems to do this sort of thing a lot. People hold strong convictions, are good and moral, except for the awful dark secret that they keep. It does provide a nice moral juxtaposition to encounter during play and illustrates why humans are the ideal humanoid bad-guy type: they are a lot more relatable. It also forces of the issue of morality to come up in game. I generally avoid that if the group likes to “do what their character would do” and push it to the fore-front if they are nice party of murder-hobos. Anyway, Augestine/The Monster will chase the party around in the catacombs with his 30′ movement and 90hp until the party kills him or escapes.

The catacombs have three levels and are full of disconnected areas and multiple stairs between the levels. It has long linear corridors broken up up a hand full of decision points. It’s a pretty good “maze but-not-a-maze” map and works well for a long chase. There are a lot of stairs between the various levels but most are on a kind of linear path. Most of the floors have a slime trail and there are only a few dead-end areas in the map, perfect places to be confronted by The God. The push-your-luck mechanism comes in the form of the loot, and noise in general. The more noise the party makes the higher the chances The God is going to find them. But finding the loot, and interacting with the dungeon, is going to make noise. More loot also means slower movement and a greater chance that The God will envelop the character. The various aspects of the adventure all fit together pretty well and add up more than the sum of the parts, I suspect.

There’s really only two monsters: the villagers and The God. This fits well with Raggi’s philosophy of monsters being Monstrous and everything else being a human. It’s a good schtick and works well in a human-centric campaign. The players probably won’t be taking on the godly villagers and The God is bizarre enough to provide a good contrast and a frightening/looming opponent, always at the edge of the players thoughts as they explore.

The loot sees more Raggi traditions appearing. Most of the loot is coin and goods with a bit of magic consumables thrown in. Potions and scrolls and the like show up a lot in Raggi adventures and serve to illustrate the temporary, and weak, nature of typical magic. The REAL magic items are generally few and far between, are uber-powerful, and come with a host of drawbacks. Weird fantasy at it’s finest. Recall that the catacombs were a dumping ground for things Holy Rome wanted to forget about? Yeah … there’s a lot of stuff down here. In particular there are two rooms that the players _might_ get access to that contain a lot of bizarre and powerful items. Push your luck enough and you get access to host of powerful items. The Spear of Longinus! An oracular toad in a jar. Deadly poisons! Scrolls full of strange powerful rituals. A book that can destroy the universe! Lots of unique items with lots of opportunities for the players to kill themselves. Including some “no-save just die” items.

The most important parts of this adventure are going to the the atmosphere the DM creates and the chase rules. If those are handled well then you shove a decent adventure. It IS too long for what it is; the intro is something like six pages long and flogs the same ideas over and over again.There’s only about 35 encounter areas in a 46-page booklet … Raggi does like to talk. You can get a decent adventure out of this if you’re in the mood for a chase.

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Barrowmaze II

by Greg Gillespie
Self-Published
Labyrinth Lord
Mid-High Levels

Hidden in Barrowmaze for centuries, the dark power of The Tablet of Chaos has called the dead to rise from their graves. Nergal’s unholy relic must be destroyed but few have explored deep enough (or lived long enough) to reach it. Can you survive the long dark of Barrowmaze and destroy The Tablet of Chaos?

It’s good, but not as good as the first one. Still worth having.

Barrowmaze is a giant dungeon. Unlike most traditional dungeons is doesn’t have multiple levels; it sprawls out over one level. Hmmm, maybe that should be two levels if the surface is counted. While the original Barrowmaze detailed about 16 barrows on the surface this sequel expands this to fifty, and includes rules for generating more. This allows for a MASSIVE barrowfield above the dungeon complex. This also allows for the inclusion of multiple entrances. Several of the mounds have separate entrances to the dungeon. Multiple entrances are absolutely crucial for a large dungeon. Without them the episodic nature of the dungeon is sundered and the players loose the ability to skip over sections and be enthralled by the mysterious new place they have descended in to. The maps proper are nicely done with a decent amount of loops and detail. Pits, columns, statues, secret doors, bricked up doors, same-level stairs, pools, oddly shaped rooms, etc, all add to the variety of the dungeon.

There’s a decent number of factions in the dungeon. These range from two competing priesthoods, the original priesthood and mongrelmen slaves. There’s also a small army of other individuals and groups running around. Harpy packs, gargoyle packs, intelligent “good” undead, and others all combine to allow for a decent amount of role-playing in the dungeon and break up the hacking. There’s also a good variety to the mundane treasure with lots of details on the goodies to be gained, as well as a decent amount of variety in the magical treasure. There are STILL too many “+2 longsword” type items in the dungeon but there do seem to be more “with a lion crest on it” or “+2/+3 vs chaos” magical items in the dungeon. Things do occasionally go weirder, such as using the contents of canopic jars for medicinal purposes/healing or the wide variety of rune stones, amulets, and death masks available to find. The mini-rules expansions for breaking down walls, searching catacomb niches and others add a decent amount of variety to the adventure and give it its own flavor that the players should remember for quite some time. There’s also a wide variety of new monsters, just as there was in Barrowmaze 1, to confound and challenge your players.

What’s missing seems to be in the individual encounters. The first installment had a certain … joie de vie? in the encounters that this one seems to be missing. The encounters and room description in 1 seemed to be shorter with a certain ‘naturalistic’ flair. There were signs of other people having explored the tombs. Dead adventurers. Some of the monsters encountered were in the act of doing things. That doesn’t come through very well in this sequel. There’s an encounter or two that buck this trend but for the most part it’s just undead in tombs that attack or attack when their tomb is looted. That’s a bit disappointing. Those encounters really helped bring the first module to life and added extra dimensions to it. It felt like a real place. This one feels a bit more like ‘just another dungeon.’

This is available on DriveThru.

https://www.drivethrurpg.com/product/105200/Barrowmaze-II?affiliate_id=1892600

Posted in Level 5, No Regerts, Reviews | 14 Comments

The Magnificent Joop van Ooms

We are not amused.

I don’t review supplements. I have no interest in them. This is a supplement. It’s advertised as an adventure. It is not an adventure. It describes a 6th level magic-user. It’s set in Amsterdam in 1615. That makes it useless for most users.

The booklet is 18 pages long. It describes Amsterdam. It describes Joop. It describes his two servants. Joop is an artist. He works his magic via art. There is a section for magic plays. There is a section for magic sculpture. There is a section for magic paintings. And Poetry. And Architecture. And Engineering. You get a description of his house. It has five levels. It has nine rooms. The descriptions are short. And boring. “He keep his room spotless.” “There is a wine cellar here.” Why bother with descriptions? There are tables for buying & selling on the black market. They are mundane, just describing how much you get for an item. There is a single fifty-entry table that describes some random things that can happen on the docks. This is the only interesting section of the book and could be lifted for use in any city. The last page of the ‘adventure’ has about 13 adventure seeds on it. “Joops goes back in time and sends messages” “Joop wants to meet the players.” “Someones Joop-designed house is being weird.”

I FUCKING HATE these sorts of things. It’s nothing more than an 18 page description of an NPC. I don’t want that stuff and try to avoid it. This was listed as an adventure though so I purchased it. Mistake, obviously. I’m not even sure why this exists as an product. An 18 page description of an NPC? And 1615 D&D? I know people push settings but that’s going a little far. Maybe you could use it in 7th Sea, but then again it’s still an 18 page description of an NPC. I’m not even sure it’s possible to review a product like this one. “Dear Sir: I purchased your laundry detergent. I found a bonsai tree inside.”?!

You can savage maybe two things more this book. The first is the events tables for the docks. An opium warehouse catches fire. A slave ship is having a sale. A mermaid is looking for a lover. Lightning strike. or … “Everybody dies. Seriously. Roll up new characters. Amsterdam is wiped from the face of the earth.” Yes, that’s an actual entry. I’m not going to begrudge the designer his little jokes, especially with other entries like “The Preaching Prostitute” and ‘Beer & Cheese festival” are on the same table. It’s a decent table and good for a city-based game.

The other thing to salvage is … the design? of Joop. He’s listed as a 6th level magic-user but he has no spells. Everything is done via his art, architecture, engineering, etc. This can be expanded on, especially if you ignore the line that says he’s sixth level. Make an NPC magic-user and give him some powers. Don’t worry about ‘spells’ or designing them like an NPC Just create some weird ass shit that they can do. Magic is mysterious, yo!

Other than that … this book kind of sucks. The setting is so niche and I find it a great turn-off. The whole thing could have been summed up something closer to “a liberal try-sexual magic-users in 1615 Amsterdam.”

And it’s not an Adventure!

This is available on DriveThru.

https://www.drivethrurpg.com/product/105951/The-Magnificent-Joop-van-Ooms?affiliate_id=1892600

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Barrowmaze

Greg Gillespie
Self-Published
Labyrinth Lord
1st-…5th level?

Local villagers whisper of a mysterious place deep in the marsh – a place shrouded in mist and dotted with barrow mounds, ruined columns, and standing stones. The tomb-robbers who explore beneath the mounds – or rather the few who return – tell tales of labyrinthine passages, magnificent grave goods, and terrifying creatures waiting in the dark. Are you brave (or foolish) enough to enter the Barrowmaze?

Barrowmaze is the real deal. It delivers. Its not weird. It’s not gonzo. It doesn’t deliver that idiosyncratic OD&D feel. It does feel real; it’s pretty internally consistent. And it’s a GREAT environment to explore with your buddies on a friday night. Err … lots of friday nights … this dungeon is HUGE. This is worth having, and I don’t say that about many products.

This is a strange product to review because it fills a strange niche. It’s not a megadungeon like Stonehell. It’s not a mini-dungeon like the VAST majority of nonsense published. It instead fills some gap between the two. Many Gates of the Gann, WG5, ASE1, G1-2-3 (taken together) and S3 all kind of fall in to the same category. These are large enough to support many nights of play and offer a decent exploration element, with the mystery and unknown that delivers, but are still self-contained products. There’s a clear beginning and ending, unlike a megadungeon. The players can get it in to trouble and see the results of their actions in a way not possible in shorter products. And this is a very good thing indeed.

The introductory text is .. thorough? It’s five pages long. We’re not forced to sit through short fictions though. The dungeon history section is only one column long, and in large type also. Most of the rest of the introduction details unusual features of the dungeon. A large part of the dungeon is burial crypts with burial niches. There is a short section on how to handle things when the party searches a room with 300 niches on the wall: how long it takes, what happens with the wanderers, and what they find. Other sections include things like “breaking down sealed up tombs with sledgehammers” and “what happens when you a read a tablet covered in runes”, both of which will not be uncommon occurrences. The DM is presented with a decent number of sections with advice on fear, time, restocking, etc. This is all wonderful to see. Taken together it presents a vivd picture of what exploring THIS dungeon is like. The elements that are going to make is unique and stand out in the minds of the players. That’s a very nice element. It also presents some new rules for turning. I’m happy to see this, especially in a module with so much undead in it. As I’ve ranted before, Turning is the only element of D&D that I’m unhappy with. The unlimited nature and ease of turning undead has turned an iconic monster, the skeleton, in to something else. In Barrowmaze all undead turning takes place one step more difficult on the chart AND each additional turn attempt is 1 point harder. This resets every day. This puts turning in the ‘resource management’ camp just like spells, torches, wandering monsters checks, and the rest. There’s additional tension as the cleric is biting his nails trying to decide to turn now or save it for later. D&D is one of the ultimate “push your luck” games.

The Barrowmaze map is FRIGGING AWESOME! It’s HUGE! It’s ginormous! It’s got like 190 keyed encounters on it, but that ignores the fact that many encounters have sub-rooms. A, b, c, d, etc. Or, actually, 142 D1, 142 D2, 142 Q3, 142 D4, etc. The mapping is dense with rooms almost on top of each other and almost all of 2.5 pages taken up with rooms. It’s an excellent example of dungeon level design. There are several “sub-sections” with their own feels, varied room shapes, a WIDE variety of secret doors, numerous pits, portcullises, etc. It is GREAT! Loops are everywhere! I like these sorts of maps for two reason. First, the loops present an environment where the party can go around certain encounters. They can ambush monsters or get ambushed by monsters. They can flee in to the dark. This is an important part to presenting a lifelike, but fun, environment and also in presented the players with choices. Secondly, the complexity of the map lends an air of mystery to it. The UNKNOWN is every present. The party never knows what’s to come, what’s behind them, what they mights have missed, and so on. This is only possible, IMO, on a complex map. I think players quickly get a strong feeling about the map; weather it’s complex or not, and this sets up some feelings in them. The two extremes here are “let’s go left and clear that out” and “oh shit! I’m freaking out! Do we go left or right?!!” In the first example the group is methodically exploring and clearing and is not really immersed. In the second the group is fully immersed. It’s this second feeling that these complex maps help invoke. [My best experience of this was in a Rients game at GaryCon 2012. I truly had NO IDEA where we were or what was down those hallways. It was A W E S O M E!] Each section of the dungeon has it’s own wanderers table (undead & vermin heavy) and I’m happy to say that NPC parties show up! I LOVE NPC parties in my dungeons! They offer an opportunity for roleplay and significantly different combats than the party is used to. They also have a different feel to them that makes the party more emotionally connected, I believe.

The encounters here are pretty decent. Just like the wandering tables the rooms are dominated by undead and vermin. Skeletons, rats, spiders and zombies, oozes and shadows. These are augmented by factions within the dungeon. There are at least three major groups in the dungeon, and that doesn’t count the undead, the intelligent undead, the NPC parties or the independents. This allows for a great deal of interaction. There are a great many opportunities to roleplay and to get yourself in to trouble without ever having to draw your sword. Most of the rooms have some little detail that can help the DM’s imagination. Impaled adventurers, drag marks on the floor, a nest and rubble pile, etc. These little tidbits help me as a DM add extra flavor and variety to the room. It’s just enough information to get the juices flowing. I’m not sure any of it it feels arbitrary either. It’s not just random dungeon dressing but rather it seems to make sense in the context its presented it. This is EXACTLY what I’m looking for in a module. The room descriptions are terse (12-15 rooms to a page) and yet give me what I need to help me run a game. No wading through mountains of text and no spoon-feeding, just good assistance. There are also a couple of other things which should be noted. A great many of the rooms have the occupants DOING something. A zombie stabs at a wall, beetles feed on lichen, or two ghouls argue over who gets to eat a tasty morsel. These sorts of encounters help the dungeon seem like a real living place. They bring it to life and make it seem like it has an existence outside of the parties interaction with it. Secondly, there are A LOT of dead adventurers in this place. Impaled. Gutted. Crawled in to a hole a dies from wounds. You get the picture, A LOT. This, along with the living NPC parties, also helps give the place a sort of living history outside of the party. It also helps to serve to up the tension level as the parties imaginations run wild. There are good traps, good tricks/specials, clues scattered about to other areas, and a real feeling that something is going on in this place.

There’s a decent variety to the monsters. In addition to Zombies we also get Funeral Pyre Zombies, Ju Ju Zombies and Ravenous Zombies. In addition to skeletons we also get Sapphire, Fossil, and Exploding Bone Skeletons. There is also something like four pages of OGL credits to handle all of the imports from other products. The monsters mix things up enough to keep the party on their toes and yet it never feels like a random assortment. The magical treasures are a mixed lot. There are a few unique items and several of the more unusual items, such as +1/+2 vs humanoids, and he like. There’s a skull that shoots out rays like a Wand of Paralyzation, and a few of the magic shields have standards on them like “a silver tree” or some such. While I do generally like my magic with more details and a bit more non-standard, this is a good amount of details for a product without an OD&D feel to it.

It’s big. It makes sense. It’s full of great encounters. Go get it and play it!

This is available on DriveThru.

https://www.drivethrurpg.com/product/139762/Barrowmaze-Complete?affiliate_id=1892600

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The Eight Kings

by Rob Kuntz
for Different Worlds
d20
Levels 9-12

THE EIGHT KINGS have fooled the people of Ersille. Not only did King Ovar rule, he ruled eight times over (give or take a court wizard), created anew each day by the Wizard Zayene. he was a complacent king, but set upon evil ways, for his (or was it their?) minds were controlled. you see, the real King Ovar was taken prisoner by Zayene some time ago. And now, instead of wanting Ovar dead, the good people of the Kingdom want the old codger saved! What’s a regent to do?

This is a huge mess of a 3e module. Long stat blocks and mountains of descriptive text conceal one of the best wizard labs ever created. The place is chocked full of weird stuff and big red buttons all begging for the PCs to play with them. It’s like Tower of the Stargazer taken to 11 … if you can wade through the padded descriptions. At it’s heart it’s an exploration of a wizards laboratory while trying to track him down and kill him.

The map and keying for this is quite unusual. While there might only be 14 rooms there are at least 42 keyed locations and many of those are broken down in a, b, c, d, etc … entries. This means that most rooms have multiple keyed entries in them, each of which usually represents some interesting thing that the party can interact with. The map proper is just a linear little thing with a branching offshoot every now and then. It’s not really capable of supporting exploitive dungeon play as that term is usually used. The monsters don’t wander and anything the party releases doesn’t really get a choice in chasing someone down. Instead the exploration elements come from the interactions with the various things in the rooms, of which there are MANY.

The various chambers are full of different things to interact with. A model of the solar system. Pools of liquids. Crystals to shatter and play with. Curtains to look behind and walk through. A wall of skulls … the list is long and impressive … but not nearly as long as the MASSIVE amounts of text required to explain the various elements. For example one room has an alter whop’s description is one keyed entry and takes up a page. Then there are five pits in the ground, each with it’s own specialness, which describing takes up about a page and a quarter. The same room has two curtains in it which take up abut two and a half pages. Then there’s The Curtain of Eyes which takes up a column of text and another alter which takes up a half page. This is a pretty good example of a decent encounter room in this module. There is A LOT going on in the room and a whole lot to interact with. Some of it will help you and some it will harm you. Some of it works with other elements in the room and other elements in the dungeon while others don’t And it’s all got a certain style to it … this kind of weird magic thing that one seldom sees outside of a Lamentations product. Most of the devices and encounters would be very much at home in a LotFP product, especially one of the lighter products like Stargazer. Almost all of the creature encounters have the PCs doing something to trigger the monster. ‘Releasing the demon/devil’ is a frequent possibility in this one.

There’s a decent assortment of unusual creatures and items to discover as well. Drops of lava to grant abilities and a few new interesting monster types that fit in well with the wizards lab motif. The module is dense and the path forward somewhat straightforward but with each chamber being FULL of things to interact with. It’s a decent high level module and that’s a very rare thing, but it has FAR too many words. The the mage-in-residence was a recurring villain in a weird magic kind of OD&D campaign then this would be a great place to explore near the end. Either before finding him, or with this being the last battle-ground, or as an encounter after the party finishes him off and is cleaning up his various labs.

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Brigand's Nest


by Felbrigg Herriot
Self-published
AD&D
Level 1 characters

The village of Ragentop (population 405) has become the subject of a series of raids by Brigand’s who descend from the nearby hills. They have raised a bounty to pay the brave souls who rid them of this menace.

This is a 1-page adventure that folds up to fit in your shirt/back pocket. It also costs $.99. It’s not worth it. While it shows promise in a couple of areas it comes off as Just Another Boring Adventure. It also suffers from Generic map Syndrome. It’s too bad; the concept of one-page dungeons is a good one and there are hints of good things in this dungeon … but just hints.

The background flavor is actually kind of neato. There’s a village and it gets raided by bandits. The self-styled king of the village has organized a defense force and had a palisade built The villagers flee in to a palisade that they constructed but the bandits then raid and pillage their farms. The king has taxed everyone till he’s raised 1000 gp in order to hire some people to clean out the bandits. Enter our murder-hobos. That intro is done in just a small number of sentences and creates a GREAT vibe to run the adventure. It creates a nice flavorful set up that a DM can run with and expand to fill in as needed. That’s the kind of intro I like and the kind of detail I like: just enough to get my own imagination going. Unfortunately this all ends right at the entrance of the dungeon. The walls are rough hewn sandstone. The doors are all mismatched, coming from a variety of sources. The door in is a rough and sheavy one set in to a hill side … That’s all GREAT. And that’s also where the interesting bits stop. It’s a terrific start though, ad the one-page format enforces the terseness that I prefer.

What follows are eighteen rooms that must have been written by someone else. The room descriptions are all boring as hell. A small kitchen is described. Nothing special about the description, or particularly evocative. The leaders room has the leader in it, along with a locked chest and an old desk with a barrel chair. The treasure room has two chests with gold and silver in them and some wall hangings. The entire dungeon is sooo different from those short intro pieces. It seems like it’s trying sometimes: water drips from the ceiling in one room and in the treasure room there are wall hangings. There’s a lab with various scrolls and flasks littering the place. It’s like there’s an attempt in each room to add some flavor to get the DM going but it’s all so … bland. It’s like some kind of formula was followed. “Each room must have one thing to anchor it.” That’s great in concept but in execution it didn’t turn out so well. The anchors for each room need more work.

The map is a poorly laid out thing that looks like it was randomly generated: various rooms densely packed and connected with hallways. It gives the appearance of being an old school map but it doesn’t convey any of the charm. And  I don’t mean that hand-drawn charm stuff, I mean the whole thing looks more than little generic and boring and computer generated. All of the rooms look square. The layout is uninteresting. The hallway placement is … strange, and not in a good way. These show up now and then and I wish I knew how these were generated or what to call them. Actually, you can get a good idea of the layout from the cover picture attached. It’s just … bland.

The core idea of a one-pager is a good one. It enforces a terseness and the yearly contests have proven popular. The background is not bad at all either. But the core adventuring concept at play, bandits in a hillside, just isn’t that exciting. The whole thing feels like drudgery. Like the adventurers are just putting in another day at the office. I like more interesting things going on in my adventures … even if I DO prefer humans to humanoids.
This is available on DriveThru.

https://www.drivethrurpg.com/product/103899/Brigands-Nest?affiliate_id=1892600

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Dimensions of Flight

by Rob Kuntz
for Creations Unlimited
AD&D
Levels 8-12

The assassins have become the pursued and the intended victim is now the victimizer. The characters have failed to assassinate King Ovar. They now flee for their lives, for four keys, for their only future in the world of the sane. Through desert climes, up mountain peaks not of the world, to a land with blue and black snow, and onto a not so happy Happy Hunting Grounds — they flee, and fight!

This is part two of the Maze of Zayene series. In part one the characters tried to kill the king and were transported to the court wizards strange and wacky dungeon maze. They were faced with a door that needed four keys and must travel to four different pocket dimensions to get the keys. Let the fetch quests begin!

Three of the four pocket dimensions are very similar in feel. The party must travel through four hexes along a linear path, experiencing three encounters along the way before reaching the main encounter. The main encounter will have a small and simple dungeon attached to it. The party will get the key in the dungeon and then move on to the next pocket dimension. Two of the areas start out with a mass combat. Fifty orcs, four ogres and two stone giants or one hundred nomads. The outdoor encounters are generally nothing special although they do tend to be a bit better than the throwaway encounters found in many of the newer products. But that’s not saying much.

The mini-dungeons are a different matter. They around thirteen encounter areas each but this is a little misleading since many have sub-areas or other features, such as lots and lots of statues. Statues with terrified looks, weird witches, and bizarre experiments are the specials here. There’s a nice library encounter with the required “lots of books that each do something different” thing that Kuntz likes to put in and that I like to see in modules. I love putting the big red button in front of players and I love the idiosyncratic rules that tend to be encountered in these situations. The worst of these mini-dungeons is the last, which doesn’t really have a dungeon attached anyway. Basically the characters encounter a powerful entity who tells them they each get a boon. They need to not do this and ask for the key otherwise they are doomed to be stranded in this ice realm forever. That seems more than a little dickish to me. Essentially two of these three places are just throw-aways while the middle one, Baal’s Realm, offers quite a bit of interesting encounters.

The last of the pocket realms is also interesting, although in a different way. The party end up in the Happy Hunting Grounds and quickly find a small village/inn. The guests are jolly but standoffish. During the night the party are warned that THEY will be the prey during tomorrows hunt! This should lead in to a kind of chase through this dimension with the party fleeing and the hunting group following. There are several encounters, a friendly werebear, demonic stags, evil knights out of Monty Python, and finally a demonic fox who has the key. Only … he wants to trade for it. The mage’s sight, the fighter’s sword arm, the paladin’s right leg or the priest’s tongue. Refuse? Then no key for you … forever! Again, quite a dickish thing to do to the party especially since they are in the middle of a module series with no real opportunities for extended rests. I hear tell that wishes flow freely in some games and are saved up for events like this … but it still seems like a shitty thing to do to the party. Letting the party get in to a bad situation by themselves that they have to Wish the consequences away seems quite a bit different than purposefully putting them in a situation meant to drain a Wish. The chase scene is also a little uninspired. There could have been some mini-mechanics presented or some additional ideas on how to run the chase/hunt. As written it’s pretty uninspiring.

The best parts of this module are a couple of the mini-dungeons. I suspect that’s the designers strong suit. While the Happy Hunting Ground has potential it turns out that the main event is less than inspiring. The linear wilderness encounters in three of the dimensions and the dickish DM moves in two of them leave a pretty bad taste in my mouth.

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